1,100 research outputs found

    New Trends in Using Augmented Reality Apps for Smart City Contexts

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    The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus

    Improving the user knowledge and user experience by using Augmented reality in a smart city context

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    Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Science in Geospatial TechnologiesThe idea of Virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As the technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users (Simpson, 2001). Augmented Reality (AR) and Virtual Reality (VR), the evolving technologies that has been haunting the tech industry, receiving excessive attention from the media and growing tremendously are redefining the way we interact, communicate and work together (Shamalinia, 2017). From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of AR techniques in a smart city context. Initially we present an overview of the state of the art software and technology for AR in different domains of smart cities, and outline considerations from a user study about the effectiveness and user performance of AR technique: real environment with augmented information, everything in the context of a smart city. The evaluation results from the participants show promising results, providing opportunities for improvements and implementation in smart cities

    Advances in Computer Science and Engineering

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    The book Advances in Computer Science and Engineering constitutes the revised selection of 23 chapters written by scientists and researchers from all over the world. The chapters cover topics in the scientific fields of Applied Computing Techniques, Innovations in Mechanical Engineering, Electrical Engineering and Applications and Advances in Applied Modeling

    Building Pandemic Resilience in Design: Space and Movement in Art Museums during Covid-19

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    The global pandemic of COVID-19 has posed challenges in relation to how buildings re-open to use, particularly buildings attracting large numbers of visitors, such as museums and galleries. As these institutions start to reopen across the UK and internationally, a number of social distance measures have been adopted in order to safely bring people into their premises and access their collections. Building on Bill Hillier’s theorical model of spatial types and spatial structures (2019), we explore the spatial-curatorial changes implicated in the re-opening of four art museums (The National Gallery, The Tate Britain and Tate Modern in London) and one American museum (The MoMA, New York). Our purpose is not to provide practical solutions, but to set the search for spatial approaches to the re-opening of museums within a theory of spatial structure in space syntax theory and inform the design future of public buildings. We present a model of a three-layered spatial system interfacing the global and local structure of these buildings. We argue that the presence of intersecting cycles of movement in spatial layouts determines their capability for adapting to the one-way routes imposed by the pandemic. The spatial organisation of the display is a second factor influencing the reopening strategies, either limiting or optimising available spatial sequences to meet curatorial criteria

    A comparative study of graph structures, traversability movement and exhibition strategy in museums during Covid-19

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    The global pandemic of COVID-19 has posed challenges in relation to how buildings re-open to use, particularly buildings attracting large numbers of visitors, such as museums and galleries. As these institutions started to reopen across the UK and internationally, a number of social distance measures were adopted in order to safely bring people into their premises and access their collections. Building on Bill Hillier’s theorical model of spatial types and spatial structures (2019), we explore the spatial-curatorial changes implicated in the re-opening of five British museums (The National Gallery, The Tate Britain, Tate Modern, British Museum and The Wallace Collection in London) and one American museum (The MoMA, New York). Our purpose is not to provide practical solutions, but to set the search for spatial approaches to the reopening of museums within a theory of spatial structure in space syntax and inform the design future of public buildings. We present a model of a three-layered spatial system, interfacing the global and local structure of these buildings. We argue that the presence of intersecting cycles of movement in spatial layouts determines their capability for adapting to the one-way routes imposed by the pandemic. The spatial organisation of the display is a second factor influencing the reopening strategies, either limiting or optimising available spatial sequences to meet curatorial criteria

    Airspace – Zones of Fidelity and Failure

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    Given our increasing reliance on air travel to function in all aspects of society, it seems imperative to expand our knowledge of airspace and the social relations that air travel enhances and makes possible. My thesis offers a critical analysis of the technical safety systems that support air travel. It finds fissures in the rationality that underlines our belief in the safety and sustainability of air travel and leaves open the question of whether our confidence in this system can be sustained only by the claim that it is inherently rational. According to anthropologists Geoffrey Bowker and Susan Leigh Star, one of the defining characteristics of technological systems that achieve the cultural status of ‘infrastructure’, is that they ‘become visible upon breakdown’. (Bowker and Star 2000, 335) Two real world events - a commercial airliner’s (Air New Zealand 901) collision with an Antarctic volcano, killing 257 people in 1979 and the closure of European airspace due to the presence of volcanic ash (eruption of Eyjafjallajökull, Iceland in 2010) expose the fragility of the infrastructural systems supporting air travel. As conditions of exceptionality, these events pose a challenge to aspects of our spatial imaginary, allowing us to understand the contradictory interdependence of trust and risk. Working across media, using video, sound, object making and print, my practice is concerned with the ‘breaking down’ of space. My work reflects my increasing interest in the precariousness of empirically grounded monolithic systems that aspire towards comprehensive totality and stability through their own set of formal logics and structural parameters

    Outdoor recreation : a case study of the Upper Berg River basin

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    In this thesis I have developed a general concept of outdoor recreation in river basins, and where possible, have applied this study to the Upper Berg River Basin. The formulation of a physical plan for the development of the outdoor recreation areas, is beyond the· scope of this thesis. The comprehensive, local statistical. data to be collected, analysed and synthesized for this purpose would take a team of planners, months, if not years; to complete

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird
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